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  1.  4
    Beyond Research Ethics: Dialogues in Neuro-ICT Research.Bernd Carsten Stahl, Simisola Akintoye, B. Tyr Fothergill, Manuel Guerrero, Will Knight & Inga Ulnicane - 2019 - Frontiers in Human Neuroscience 13.
  2.  8
    Ethical and Social Aspects of Neurorobotics.Christine Aicardi, Simisola Akintoye, B. Tyr Fothergill, Manuel Guerrero, Gudrun Klinker, William Knight, Lars Klüver, Yannick Morel, Fabrice O. Morin, Bernd Carsten Stahl & Inga Ulnicane - 2020 - Science and Engineering Ethics 26 (5):2533-2546.
    The interdisciplinary field of neurorobotics looks to neuroscience to overcome the limitations of modern robotics technology, to robotics to advance our understanding of the neural system’s inner workings, and to information technology to develop tools that support those complementary endeavours. The development of these technologies is still at an early stage, which makes them an ideal candidate for proactive and anticipatory ethical reflection. This article explains the current state of neurorobotics development within the Human Brain Project, originating from a close (...)
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  3.  12
    Intersectional Observations of the Human Brain Project’s Approach to Sex and Gender.B. Tyr Fothergill, William Knight, Bernd Carsten Stahl & Inga Ulnicane - 2019 - Journal of Information, Communication and Ethics in Society 17 (2):128-144.
    Purpose This paper aims to critically assess approaches to sex and gender in the Human Brain Project as a large information and communication technology project case study using intersectionality. Design/methodology/approach The strategy of the HBP is contextualised within the wider context of the representation of women in ICT, and critically reflected upon from an intersectional standpoint. Findings The policy underpinning the approach deployed by the HBP in response to these issues parallels Horizon 2020 wording and emphasises economic outcomes, productivity and (...)
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    The Ethics of Human-Chicken Relationships in Video Games.B. Tyr Fothergill & Catherine Flick - 2015 - Acm Sigcas Computers and Society 45 (3):100-108.
    In this paper, we look at the historical place that chickens have held in media depictions and as entertainment, analyse several types of representations of chickens in video games, and draw out reflections on society in the light of these representations. We also look at real-life, modern historical, and archaeological evidence of chicken treatment and the evolution of social attitudes with regard to animal rights, and deconstruct the depiction of chickens in video games in this light.
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